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/*
* Copyright (c) 2007 Sun Microsystems, Inc. All Rights Reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* - Redistribution of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* - Redistribution in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* Neither the name of Sun Microsystems, Inc. or the names of
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any kind. ALL
* EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
* INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
* PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
* MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
* ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
* DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
* ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
* DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
* DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
* ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
* SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*
* You acknowledge that this software is not designed or intended for use
* in the design, construction, operation or maintenance of any nuclear
* facility.
*
*/
package net.java.joglutils.msg.impl;
import net.java.joglutils.msg.math.*;
/** Intersection of ray with triangle. Computes parameteric t along
with barycentric coordinates (u, v) indicating weight of vert1 and
vert2 (weight of vert0 = 1 - u - v) which can be used to
interpolate normals and texture coordinates. Two versions, one for
two-sided triangle casts and one including backface
culling. Algorithm from Moller, Trumbore, "Fast, Minimum Storage
Ray / Triangle Intersection", Journal of Graphics Tools, Volume 2,
Number 1, 1997, pp. 21-28. */
public class RayTriangleIntersection {
private Vec3f edge1 = new Vec3f();
private Vec3f edge2 = new Vec3f();
private Vec3f tvec = new Vec3f();
private Vec3f pvec = new Vec3f();
private Vec3f qvec = new Vec3f();
private static final float EPSILON = 0.000001f;
public boolean intersectTriangle(Line ray,
Vec3f vert0,
Vec3f vert1,
Vec3f vert2,
Vec3f tuv) {
// Find vectors for two edges sharing vert0
edge1.sub(vert1, vert0);
edge2.sub(vert2, vert0);
// Begin calculating determinant -- also used to calculate U parameter
pvec.cross(ray.getDirection(), edge2);
// If determinant is near zero, ray lies in plane of triangle
float det = edge1.dot(pvec);
if (det > -EPSILON && det < EPSILON)
return false;
float invDet = 1.0f / det;
// Calculate distance from vert0 to ray origin
tvec.sub(ray.getPoint(), vert0);
// Calculate U parameter and test bounds
float u = tvec.dot(pvec) * invDet;
if (u < 0.0f || u > 1.0f)
return false;
// Prepare to test V parameter
qvec.cross(tvec, edge1);
// Calculate V parameter and test bounds
float v = ray.getDirection().dot(qvec) * invDet;
if (v < 0.0f || (u + v) > 1.0f)
return false;
// Calculate t, ray intersects triangle
float t = edge2.dot(qvec) * invDet;
tuv.set(t, u, v);
return true;
}
public boolean intersectTriangleBackfaceCulling(Line ray,
Vec3f vert0,
Vec3f vert1,
Vec3f vert2,
Vec3f tuv) {
// Find vectors for two edges sharing vert0
edge1.sub(vert1, vert0);
edge2.sub(vert2, vert0);
// Begin calculating determinant -- also used to calculate U parameter
pvec.cross(ray.getDirection(), edge2);
// If determinant is near zero, ray lies in plane of triangle
float det = edge1.dot(pvec);
if (det < EPSILON)
return false;
// Calculate distance from vert0 to ray origin
tvec.sub(ray.getPoint(), vert0);
// Calculate U parameter and test bounds
float u = tvec.dot(pvec);
if (u < 0.0f || u > det)
return false;
// Prepare to test V parameter
qvec.cross(tvec, edge1);
// Calculate V parameter and test bounds
float v = ray.getDirection().dot(qvec);
if (v < 0.0f || (u + v) > det)
return false;
// Calculate t, scale parameters, ray intersects triangle
float t = edge2.dot(qvec);
float invDet = 1.0f / det;
t *= invDet;
u *= invDet;
v *= invDet;
tuv.set(t, u, v);
return true;
}
}
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